LLD Interview field guide · 2026
Low-level design.One decision at a time.
Learn to turn requirements into objects, contracts, and trade-offs. Follow one focused path from first principles to complete interview systems, with every lesson designed for clear recall under pressure.
- 55
- articles
- 12
- chapters
- 15+
- design patterns
- 12
- system drills
The interview loop
A design is a sequence of decisions, not a class diagram.
- 01Clarify
Turn ambiguity into constraints.
- 02Model
Assign state and responsibility.
- 03Connect
Choose stable contracts.
- 04Stress
Test change, failure, and concurrency.
Course map · sequential by design
From first principles to full systems.
Read in order for a guided path, or jump directly to the pattern or interview problem you need today.
Model the problem
Foundations of LLD
Build the vocabulary, object-oriented instincts, and interview workflow that every later design depends on.
Control change
SOLID Principles
Use five practical design constraints to keep classes focused, replaceable, and easy to extend.
Create deliberately
Creational Patterns
Separate construction from use with factories, builders, prototypes, and carefully scoped object lifecycles.
Compose the system
Structural Patterns
Shape object relationships with adapters, decorators, facades, proxies, bridges, composites, and flyweights.
Coordinate behaviour
Behavioural Patterns
Design communication, state, commands, iteration, and algorithm selection without tight coupling.
Protect shared state
Concurrency
Reason about threads, executors, synchronization, deadlocks, locks, and producer-consumer coordination.
Invert dependencies
Dependency Injection
Move object wiring outside business logic so implementations remain replaceable and testable.
Design failure paths
Resilience & Errors
Model exceptions, recovery, retries, and degradation as intentional parts of the design.
Connect the layers
LLD Best Practices
Bring APIs, persistence, and a repeatable interview approach into one coherent design process.
Apply the toolkit
Interview Systems I
Design physical and workflow-heavy systems: parking, logging, traffic signals, vending, and tasks.
Model transactions
Interview Systems II
Practice event delivery, financial workflows, and reservation-oriented domain models.
Handle evolving state
Interview Systems III
Finish with elevators, wallets, ride booking, and streaming platforms built for change.
One interview at a time
Start with the object in front of you.
Requirements first. Patterns only when they earn their place.